Ejemplo n.º 1
0
        public unsafe override void createMap(List<ICase> map, Queue<IPlayer> players)
        {
            WrapperMapAlgo algo = new WrapperMapAlgo();
            CaseFactory factory = new CaseFactory();
            int** algoMap = algo.createMap(height, width);
            int** algoBonusesMap = algo.createBonusesMap(height, width, 0.05);
            for (int j = 0; j < height; j++)
            {
                for (int i = 0; i < width; i++)
                {
                    ICase newCase = factory.makeCase(algoMap[i][j]);
                    newCase.SqPos = new int[2] { i, j };

                    switch (algoBonusesMap[i][j])
                    {
                        case 1:
                            IFruit newFruitCase = new Fruit(newCase);
                            map.Add(newFruitCase);
                            break;
                        case 2:
                            IIron newIronCase = new Iron(newCase);
                            map.Add(newIronCase);
                            break;
                        default:
                            map.Add(newCase);
                            break;
                    }
                }
            }

            //Ajout des unités initiales
            int** algoPosInit = algo.giveInitPos(height, width, players.Count);

            foreach (IPlayer player in players)
            {
                int i = algoPosInit[(int)player.Color][0], j = algoPosInit[(int)player.Color][1];
                switch (player.Civilization)
                {
                    case CivilizationType.EII:
                        TeacherEII firstTeacherEII = new TeacherEII(player, map[i + width * j]);
                        StudentEII firstStudentEII = new StudentEII(player, map[i + width * j]);
                        map[i + width * j].addUnit(firstTeacherEII);
                        map[i + width * j].addUnit(firstStudentEII);
                        player.Teachers.Add(firstTeacherEII);
                        player.Students.Add(firstStudentEII);
                        break;
                    case CivilizationType.INFO:
                        TeacherINFO firstTeacherINFO = new TeacherINFO(player, map[i + width * j]);
                        StudentINFO firstStudentINFO = new StudentINFO(player, map[i + width * j]);
                        map[i + width * j].addUnit(firstTeacherINFO);
                        map[i + width * j].addUnit(firstStudentINFO);
                        player.Teachers.Add(firstTeacherINFO);
                        player.Students.Add(firstStudentINFO);
                        break;
                    default:
                        throw new ArgumentException();
                }
            }
        }
Ejemplo n.º 2
0
 public virtual void spawnUnit(ProductionType type)
 {
     switch (type)
     {
         case ProductionType.Boss :
             switch (Player.Civilization)
             {
                 case CivilizationType.EII:
                     BossEII newBossEII = new BossEII(Player, Position);
                     Player.Boss = newBossEII;
                     Position.Units.Add(newBossEII);
                     break;
                 case CivilizationType.INFO:
                     BossINFO newBossINFO = new BossINFO(Player, Position);
                     Player.Boss = newBossINFO;
                     Position.Units.Add(newBossINFO);
                     break;
             }
             break;
         case ProductionType.Student:
             switch (Player.Civilization)
             {
                 case CivilizationType.EII:
                     StudentEII newStudentEII = new StudentEII(Player, Position);
                     Player.Students.Add(newStudentEII);
                     Position.addUnit(newStudentEII);
                     break;
                 case CivilizationType.INFO:
                     StudentINFO newStudentINFO = new StudentINFO(Player, Position);
                     Player.Students.Add(newStudentINFO);
                     Position.addUnit(newStudentINFO);
                     break;
             }
             break;
         case ProductionType.Teacher :
             switch (Player.Civilization)
             {
                 case CivilizationType.EII:
                     TeacherEII newTeacherEII = new TeacherEII(Player, Position);
                     Player.Teachers.Add(newTeacherEII);
                     Position.addUnit(newTeacherEII);
                     break;
                 case CivilizationType.INFO:
                     TeacherINFO newTeacherINFO = new TeacherINFO(Player, Position);
                     Player.Teachers.Add(newTeacherINFO);
                     Position.addUnit(newTeacherINFO);
                     break;
             }
             break;
     }
     Current_prod = ProductionType.None;
 }